Hello! I'm having a issue when using Linux on ChromeOS: trying to save/load causes 1BITDRAGON close and terminal says "Segmentation fault (core dumped)".
kaidoracer
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Hello! I'm running Asset Forge on a Chromebook (Crostini - Debian) and surprisingly it runs really well! But unfortunaly when I try to save, Asset Forge crashes and does not saves my projects. Here is the stack:
Stacktrace:
at <unknown> <0xffffffff>
at (wrapper managed-to-native) Crosstales.FB.Wrapper.Linux.NativeMethods.DialogSaveFilePanel (string,string,string,string) [0x00026] in <17bc46a0f29b4760ab34b3d198948942>:0
at Crosstales.FB.Wrapper.FileBrowserLinux.SaveFile (string,string,string,Crosstales.FB.ExtensionFilter[]) [0x0000a] in <17bc46a0f29b4760ab34b3d198948942>:0
at Crosstales.FB.FileBrowser.SaveFile (string,string,string,Crosstales.FB.ExtensionFilter[]) [0x0000d] in <17bc46a0f29b4760ab34b3d198948942>:0
at Crosstales.FB.FileBrowser.SaveFile (string,string) [0x0001a] in <17bc46a0f29b4760ab34b3d198948942>:0
at Project.SaveAs () [0x00000] in <e936a71ffa414dfdbcee095bfed3e7d5>:0
at Menubar.Select (string) [0x00535] in <e936a71ffa414dfdbcee095bfed3e7d5>:0
at (wrapper runtime-invoke) <Module>.runtime_invoke_void__this___object (object,intptr,intptr,intptr) [0x0001e] in <e936a71ffa414dfdbcee095bfed3e7d5>:0
at <unknown> <0xffffffff>
at (wrapper managed-to-native) UnityEngine.Component.SendMessage (UnityEngine.Component,string,object,UnityEngine.SendMessageOptions) [0x0000c] in <251dfceab51445b89cdd773591e435c9>:0
at DropdownList.Click (UnityEngine.UI.Button) [0x000a0] in <e936a71ffa414dfdbcee095bfed3e7d5>:0
at UnityEngine.Events.InvokableCall`1<T1_REF>.Invoke (T1_REF) [0x00011] in <251dfceab51445b89cdd773591e435c9>:0
at UnityEngine.Events.CachedInvokableCall`1<T_REF>.Invoke (object[]) [0x00001] in <251dfceab51445b89cdd773591e435c9>:0
at UnityEngine.Events.UnityEvent.Invoke () [0x0006e] in <251dfceab51445b89cdd773591e435c9>:0
at UnityEngine.UI.Button.Press () [0x00027] in <e32ef48ed51845d7b5b34f593f957f04>:0
at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData) [0x00011] in <e32ef48ed51845d7b5b34f593f957f04>:0
at UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler,UnityEngine.EventSystems.BaseEventData) [0x00008] in <e32ef48ed51845d7b5b34f593f957f04>:0
at UnityEngine.EventSystems.ExecuteEvents.Execute<T_REF> (UnityEngine.GameObject,UnityEngine.EventSystems.BaseEventData,UnityEngine.EventSystems.ExecuteEvents/EventFunction`1<T_REF>) [0x00070] in <e32ef48ed51845d7b5b34f593f957f04>:0
at UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress (UnityEngine.EventSystems.PointerInputModule/MouseButtonEventData) [0x00181] in <e32ef48ed51845d7b5b34f593f957f04>:0
at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent (int) [0x0002f] in <e32ef48ed51845d7b5b34f593f957f04>:0
at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent () [0x00001] in <e32ef48ed51845d7b5b34f593f957f04>:0
at UnityEngine.EventSystems.StandaloneInputModule.Process () [0x00071] in <e32ef48ed51845d7b5b34f593f957f04>:0
at UnityEngine.EventSystems.EventSystem.Update () [0x000f3] in <e32ef48ed51845d7b5b34f593f957f04>:0
at (wrapper runtime-invoke) object.runtime_invoke_void__this__ (object,intptr,intptr,intptr) [0x0001e] in <e1319b7195c343e79b385cd3aa43f5dc>:0
Is it a platform's limitation?